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  1. A Topographical Approach to Re-Reading Books about Islands in Digital Literary Spaces

    This paper takes a topographical approach to re-reading print books in digital literary spaces through a discussion of a web-based work of digital literature “…and by islands I mean paragraphs” (Carpenter 2013). In this work, a reader is cast adrift in a sea of white space extending far beyond the bounds of the browser window, to the north, south, east and west. This sea is dotted with computer-generated paragraphs. These fluid texts call upon variable strings containing words and phrases collected from a vast literary corpus of books about islands. Individually, each of these textual islands represents a topic – from the Greek topos, meaning place. Collectively they constitute a topographical map of a sustained practice of reading and re-reading and writing and re-writing on the topic of islands. This paper will argue that, called as statement-events into digital processes, fragments of print texts are reconstituted as events occurring in a digital present which is also a break from the present. A new regime of signification emerges, in which authorship is distributed and text is ‘eventilized’ (Hayles).

    Alvaro Seica - 15.05.2015 - 13:59

  2. Intimate Mechanics: One Model of Electronic Literature

    Intimate Mechanics: One Model of Electronic Literature

    Alvaro Seica - 10.06.2016 - 19:32

  3. Code Before Content? Brogrammer Culture in Games and Electronic Literature

    Code Before Content? Brogrammer Culture in Games and Electronic Literature

    Alvaro Seica - 10.06.2016 - 20:02

  4. Poetic Machines, Absent Authors and the Meaning of it All

    Poetic Machines, Absent Authors and the Meaning of it All

    Sidse Rubens le Fevre - 12.06.2016 - 20:18

  5. Pop Subversion in Electronic Literature

    The “vernacular” comes from the Latin verna meaning “home-born slave.” In its common understanding, it refers to the native speech, and has long been associated with “populism.” Many assumptions about digital discourse in the United States are framed by the pragmatics pop forms, driving even political and intellectual discourse into what behavioral scientists call “system 1 cognition”: short-term, unreflective, reactive, and, ultimately, manipulable thinking. This paper, drawing on critical writing developed by Justin Katko and Sandy Baldwin, will discuss choice architecture and strategies of détournement in electronic literature. Against the heavy presence of tagging in social media spaces and graphic design in public spaces, this presentation will analyze Typomatic by Serge Bouchardon, et. al, as a form of digital writing that subverts the reductive tendencies of instrumental signification in favor of ambiguity and excess at the level of the word. Even as I draft this proposal, I find myself wanting to describe the it as a work, for it is a concept, an installation, executed by artists and given a title: Typomatic.

    Davin Heckman - 13.06.2016 - 00:57

  6. E-Lit in Arabic Universities: Status Quo and Challenges

    E-Lit in Arabic Universities: Status Quo and Challenges

    Reham Hosny - 24.06.2016 - 20:26

  7. Bot Rot

    Bot Rot

    Matt Schneider - 24.06.2016 - 20:54

  8. Using Theme to Author Hypertext Fiction

    According to Prince (2003), a story can be seen as having three different types of macrostructures or frames: action (plot), existents (characters and setting), and ideas (theme). Research in interactive storytelling has largely focused on the first two types of macrostructure, with little exploration of theme. In this paper I present a “thematic linking” model for authoring hypertext fiction, describe the implementation of this approach in the HypeDyn procedural hypertext fiction authoring tool (Mitchell, 2014), and discuss my initial experiences using this approach to authoring.

    Alex Mitchell - 25.06.2016 - 11:07

  9. Hatsune Miku: A Cyborg Voice for E-lit

    This presentation provides an overview of Hatsune Miku, a virtual pop idol, and showcases a work by the speaker that uses her image and voice as platforms for the creation of electronic literature. Hatsune Miku is a multitude of things at once: a pop star, a software product that uses Yamaha’s Vocaloid text-to-song technology, a fictional character, and ultimately a global collaborative media platform. The electronic literature project presented, “Miku Forever,” uses Miku’s global fanbase as a kind of raw material. An endlessly recombinatory pop song, the lyrics sung by Miku for “Miku Forever” are algorithmically generated from a corpus of songs she has previously sung, and her digital body and dance moves are sourced from open-licensed, fan-created assets available on the web.

    Hannah Ackermans - 29.06.2016 - 17:03

  10. Emergent Story Structures and Participatory Digital Narrative

    Emergent Story Structures and Participatory Digital Narrative

    dmeurer - 21.07.2016 - 22:46

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